Well this post is long...
-PSI Magnet lag reduction
-Aerial PKF lag reduction or speed up so PKF cancelling works again
-Yoyo buffs (what exactly is wanted here? Power, speed, both?)
-Shave 3-5 frames of off dair's startup
Any objections to this list?
Do we mean the same thing on the magnet boosts (because for Ness and Lucas' magnet I sort of want a start up time buff and a cool down time buff)?
As far as yoyos go...I do want both...but for different reasons (I'm happy with the damage done by them...however I'm not happy about how fast they go out and away and how they don't do certain things like Usmash being anti air)
I don't really care about their knockback (the only way they should kill IMO is from a stage spike)
Dair I agree on...as well as a PK fire boost just so PK Fire aerial cancel works again (although I also wouldn't mind a range increase to a point (not by much)
However, I still want an Fsmash boost of some sort...
There seems to be a substantial group of vocal ness players asking for buffs - i just wish other characters had this kind of support. Makes the whole buff/nerf thing really unbalanced.
Ness and Lucas are only getting this support from me because I know other characters are getting support...and the simple fact is...the more you change things...the more uneven they become in the 1st place...
I would have been happy from the start had the only thing that was fixed was the games very costly oversights on Ness and Lucas. For example, their whole 10+ frames of ground release...it isn't game sealing at the start as it was seen...but it is really annoying to deal with in the long run even as things went on (such as, while Marth's infinite in the long run didn't seem like a true infinite...it still affected things like for example...he had made his grab a kill move on the same level as Ness and Lucas' grabs on him with his 6 frame Dsmash which you really couldn't do anything about...because all he had to do was spam the c-stick down at the end...which was BS)
Joke or not... I don't know, but this would be amazing. I don't know which of Ness's attacks would have the heart effects but Lucas needs to be giving out some PK Love.
Canon wise...PK Rockin is = to PK Love...just saying
Less startup/ending lag on pk fire so he has a projectile that can set up for combos.
I agree at least for the aerial version of it...
Dair is faster. ~I really would like to see this, and I don't think it's broken and I could argue for this...~
Well...4 people want this now...
B-throw is a better kill move and d-throw can't be di'd so easily (I know this can't be modified yet)
Dthrow's DI base...it depends on how they DI still from what I've seen (as in it is pretty much the same as vBrawl still even with the extra hit stun...but at least it will work as a true combo sometimes)
U-tilt is better at hitting people on the ground. ~I would like this...~
Range increase would be nice (in this case a horizontal range increase is all I think it needs IMO...because otherwise it will just be a copy of Lucas')
Sh is the lowest it can be to allow for sh dair autocancel so it works similarly to melee.
I have mixed feelings about this...because right now his short hop does have some parts that are good (his Fair, Nair, and Uair from his short hop all hit foes on BF's lower platforms)
Fair does something when it hits someone.
I want hearts instead of sparks ^_^
But yeah...it would be nice to be able to use it in more ways than just defense (but I guess that is the point of making it be properly spaced)
Pkt2 sweetspots in a reasonable/reliable manner ~this is really needed, I know this can't be done yet~\
I don't get this...I haven't had that much bad luck with sweet spotting it...the worse that happens (which I guess is bad) is that I've sometimes overshot it by a bit and did something like this...
http://www.youtube.com/watch?v=9pJcr1wE5xw
Granted I do it more in Brawl+ than I do in vBrawl...
Uair doesn't send people so far away and is easier to hit with and faster (make it melee uair, which was probably his best aerial in that game) or make it kill earlier.
Bair kills earlier (People who di can survive past 130 and it's his best kill move) ~I think this should be done, but then it could ruin one of the best combo moves he has right now so IDK...~
I have mixed feelings on this as well...
For Uair IMO just changing the cooldown time (lower of course), and making it have a very low starting KB with a good KB increase as damage goes up would fix that IMO (so it would combo well at lower % and then kill normally is the idea)
How about for Bair you just change the angle on it or something like that so that if you DI it right it can still kill within a reasonable range?
Speed up bat and/or make the power difference b/t his bat and Lucas' more noticable (Lucas has more range and doesn't have to sweetspot, which makes it leagues better than it is right now even if they had the same speed).
I think I spent more than one post trying to explain why Ness' bat needs a buff by comparing it to Mario and Lucas' Fsmash...
Dj goes higher so he can follow people and recover better ~Solves two problems with one stone~
Well...how much higher?
Because I have thoughts on this as well...but I don't know what would be acceptable (I just want enough so that he can reach the top platform on BF so far...which really is maybe like a 10% increase or so)
Make his u/d-smash work like they did in smash64.
Such as?
I haven't played 64 sense I got Melee...but there are plenty of things this could mean (as in...do you want to remove their charge?)
Running attack has less ending lag (it's startup lag and lack of shieldstun and weird hitboxes are its problem so this doesn't help at all)
I think his running attack would be a lot better if it had a wind affect on it (so it would push away people who shield it...thus making it harder to counter by a point...and I think making it work on shields only would help make sure it doesn't lose its set up skill it does have)
Although I do see some issues with that (you'd have to avoid it if you are by the ledge other wise you'd get hit by the final hit boxes for one...but I have a question...is it possible to make a move have more than one different effect so far?)
U-tilt has less ending lag (it's starup lag and range is it's main problem like with running attack)
I don't see frame 5 as a bad start up lag...Mario's sweet Utilt comes out on frame 5 after all as well...
Multiple aeriel pkt's + pkt has less lag (please keep this)
F-smash makes a better noise (not gameplay changing)
Whoever put this stuff in pretty much made my day btw ^_^
In terms of throws, messing with the damage should influence KB in an indirect manner, as damage a move does is included in the launch speed calculation.
I wonder how much would need to be added on in order to fix Bthrow's neff?
People want to fix fair, but give no ideas as to how to fix it. I have a few suggestions
Make the hitboxes 10% bigger
Make it stun shields enough to allow shield pressure by increasing BKB
Give the final hitbox more KBG
Cool...however I feel just making the final hitbox of Fair having a lower angle would fix it even more and make it at the same time a more than deadly edge guarding tool...
Dash attack was given less endlag so that Ness could follow up with an aerial, possibly a uair for the kill.
I'm pretty sure the hitstun doesn't last long enough for that to happen though (or maybe I'm just too slow)
When buffing bowser, it must be considered how he should feel. Bowser seems to be a tank in brawl and brawl+, a mainly defensive character. It is due to this that his Up-B OoS was buffed, to give him better defensive options. However, Bowser doesn't strike me as a character who should extensively combo. He strikes me as someone who should land a few choice hits, and thus keep the pressure on to outdamae him, while he simply outlasts you. The damage buffs to fair and ftilt were nice, and frankly I feel more damage buffs are in order.
Bowser is also a powerful magic user...which is why I don't mind him being floaty (other than the fact that it helps him avoid being hit from 0-death in one setting of course)
Couldn't we just give ness's up B transcendent priority like lucas's so he wouldn't need mulitiple up-B's?
I'd hate that...the fact that Ness' Up special is faster overall than Lucas' just because it fades away makes him stand out better IMO (even if making him have transcendent priority would improve his recovery on his up special)
Ness is SOOOOOO throw orientated. I don't think we can tweak ness to what he needs to be without the throw code. He needs it more than any other character in the game.
I guess what I'm sayin is I know people want him fixed and we can try to suggest things but I think the main way to fix him is to make every throw **** even more so I'd wait for the finished product
I could see how this would be put in...
Fthrow has a low angle knock back...making DIing it harder when you are right by the edge...and making walk off stages more enjoyable to play as Ness
Uthrow...fixing the KB growth so that it does to fast fallers what it did in Melee...
Dthrow and Bthrow...talked about it already...
Totally did. S**t you not. >.>
I have a Giygas FD texture. It's epic.
Me too, but Yoyos and Baseball bats are the next best thing.
(:V looks like an emote to me, but eh. xD)
His psychic powers are his best thing...they are way better than his bat and yoyo (even if sense the 1st SSB I've wanted Ness to use the bat in more than just one move)
I have that Giygas FD texture as well actually...but I've also made my own EB textures (Paula, Jeff, Poo, and now I'm working on some textures for a certain dream world...because I want Falco to be a flying man)